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    Barbarian in the Playground
     
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    Default [World]Daylinn (I can't think of a spiffy name)

    My first serious attempt at making a unique world. Most worlds I've made in the past have been knock offs of Krynn (a.k.a. Dragonlance) in some way, shape or form. I'm going to try something a little different this time. Two for the price of one. In essence, one world on the material plane, but two different continental groups that developed completely separated from one another.

    The Eastern Continents will be the high fantasy group. Magic and knights make up the bulk of the military strength and there will be a lot of diversity in races (Humans, Elves, Half-Elves, Dwarves, etc.). Agriculture is the main producer of food and income for most nations. The real world 100 Years War will be a good example of the technology level.

    The Western Continents are radically different. Magic will be very low, psionics and technology replace arcane and divine spellcasters. Fishing brings in the food and mining bring in the gold for most nations. The tech level will be the equivalent of the Spanish invasion of Mexico.

    I have maps. They're rather large so...

    Eastern Continents
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    Western Continents
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    Last edited by Blackdrop; 2007-11-11 at 05:40 PM.
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  2. - Top - End - #2
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    Default Re: [World]Daylinn (I can't think of a spiffy name)

    So I'll be keeping most of the standard races. They're going to be separated by continents, however. Gnomes, Orcs, and a large group of the worlds dwarf population will be located on the western continents. Humans, Dwarves, Elves, Halfings, Lycan, and Dumar (hobgoblins) will be located on the eastern continents.

    In addition Humanity won't be represented by just one race. Each race of human (Thamlorian, Tomad, Cerunian, and the Nomads) have their own strengths and weakness and variety to merit sub-groups.

    I'll post some of the races tonight. I'll post more of the races and the histories for the ones of that are already up tomorrow.

    Cerunian Humans
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    Cerunian
    • +2 Str, -2 Int, -2 Wis
    • Medium Size: As Medium creatures, cerunians have no special bonuses or
      penalties due to their size.
    • Cerunian base land speed is 30 feet
    • Cerunians are proficient with Heavy and Light Crossbows, regardless of class.
      Automatic Languages: Common. Bonus Languages: Draconic, Elven, Aquan
    • Favored Class: Fighter. A multiclass cerunianís fighter class does not count when determining whether he takes an experience point penalty for multiclassing.


    Thamlorian Humans
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    Thamlorians
    • Medium Size: As Medium creatures, thamlorians have no special bonuses or
      penalties due to their size.
    • Thamlorian base land speed is 30 feet.
    • +2 racial bonus on Craft checks that are related to swords
    • +2 racial bonus on Profession (Sailor)
    • Automatic Languages: Common. Bonus Languages: Elven, Dwarven, Halfling, Undercommon
    • Favored Class: Fighter. A multiclass thamlorianís fighter class does not count when determining whether he takes an experience point penalty for multiclassing.



    Lycans
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    The Lycan race is relatively young when compared to the humans, elves, hobgoblins and dwarves. They were not some horrible side product of nature. Their past lies in the powers of the divine and in tragedy.

    Many centuries ago the foul god Depus chose his favorite beast from the mortal world, wolves, and gave many of them a curse. A curse that whoever they bit would become like them when night-fell. He sent these cursed creatures into the oblivious world below. And he waited.

    Decades passed and stories rose of strange creatures. Creatures that could assume a normal form by day and a wolf-like one by night. These stories were passed off as nothing more than stories. Until a village in the kingdom of Thamlor was ransacked, most of it's inhabitants killed, and the survivors infected with the curse.

    Thamlor decided to deal with these creatures himself, until he realized that their curse was divine in nature. He then decided to dispatch a group of paladins from his temple to deal with the wolfmen.

    The plan went smoothly. The paladins arrived at the village and slaughtered all but one of the wolves. The last one ran into the forest. The paladins pursued the creature, who seemingly had control over when he transformed, for three days. When they finally caught the beast, they were exhausted and in no condition to fight. The wolfman didn't care and attack the group anyway, but he didn't attack to kill. He attacked to infect.

    The werewolf incapacitated the paladins and fled. When they awoke they could feel their sanity slipping away. The god Thamlor, feeling responsible for what had happened to them, did everything in his divine power to ward of the foul curse. When Depus realized what he was doing he fought back. He hit the paladins with an extra strong curse. One that would forever hold them in the form of a wolf. With the power of two divine curses the paladins ceased being human and became the lycans.

    Over time, evolution, with some divine prodding, helped lift the curse. They regained the ability to walk on their hind legs and even regain humanoid thumbs. Their biggest challenge to over come reteaching themselves to speak in human tongue.

    Lycans Statistics
    • +2 Dexterity, -4 Charisma
    • Medium Size: As Medium creatures, lycans have no special bonuses or
      penalties due to their size.
    • Lycan base land speed is 30 feet. However, when lycans are wearing no armor or light armor, carrying a light load, and running on all fours, a lycan can increase their base land speed to 40 feet. This does not stack with the barbarians Fast Movement ability.
    • Low-Light Vision: A lycan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • Thumbed Paws: The bizarre relearning and re-evolving that the lycan species underwent produced some odd results. Instead of having hands or paws attached to their forearms, they have a hybrid. A paw with 4 slighty extended toes and a thumb-like appendage. This is the closest the lycan species has come to normal humans hands. These "thumbed paws" have some drawbacks. A lycan suffers a -4 penalty to being disarmed and when they are casting an arcane spell with a somatic component they must make an arcane spell failure check, as if they were wearing armor.
    • Natural Weapons: A lycan can use the claws on her front two paws/hands as natural weapons. They can only be used when the lycan is standing upright and her hands empty (not carrying any manufactured weapons, shields, torches, etc. EX. a lycan can't be carrying a shield in one hand and attack with the other). These attacks do 1d4+strength modifier for damage.
    • Lycans have Scent as a Special Ability.
    • Lycans have a +4 racial bonus on Survival checks when tracking by scent.
    • Lycanthrope Immunity: Lycans are immune to the curse of lycanthropy.
    • Automatic Languages: Common. Bonus Languages: Elven, Dumaren, Halfling, Sylvan.
    • Favored Class: Ranger. A multiclass lycansís ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
    Last edited by Blackdrop; 2007-11-11 at 09:47 PM.
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    Default Re: [World]Daylinn (I can't think of a spiffy name)

    Obviously all the standard classes are in, with the exception of monks. If they do get in it will be after a serious overhaul. Psions, Psychic Warriors, and maybe Wilders, but thats a stretch.

    I'll be throwing in my unique class and will probably go through the homebrew stuff to see if anything works well.

    So the base classes will look like this so far:

    • Bard
    • Barbarian[Will be using the Totem variant form Unearthed Arcana]
    • Cleric
    • Druid
    • Fighter
    • Necro-Knight
    • Paladin
    • Psion
    • Psychic Warrior
    • Ranger
    • Rogue
    • Sorcerer
    • Warrior Priest [NEW]
    • Wizard [Specialist Variants from Unearthed Arcana will be used]


    Prestige Classes will be a little different. I'll only be using the Blackguard and Archmage. The rest will be new.

    • Archmage
    • Blackguard
    • Cavalrymen[NEW]-More or less a mounted gunner, skilled in mounted rifle use
    • Dwarven Weaponmaster[NEW]-Dwarf skilled in the wielding of many weapons
    • Elven Battlemage[NEW]-Elf mage learned in powerful offensive magics and wielding them in combat
    • Gunner[NEW]-Ranged combatant, wields the powerful firearms into combat.
    • Knight of Thamlor[NEW]-Sword-wielding mounted fighter from the nation of Thamlor
    • Rider of Tomad[NEW]-Mounted warrior skilled in glaives and the Lancet Techniques
    • Shield Maiden[NEW]-Female warrior who marches with her people's colors into battle, providing bonuses to her allies
    • Sword Thane[NEW]-Male warrior who combats enemies using powerful Sword Techs.
    Last edited by Blackdrop; 2007-11-11 at 06:10 PM.
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    Default Re: [World]Daylinn (I can't think of a spiffy name)

    Reserved for new arms and armors of Daylinn
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    Default Re: [World]Daylinn (I can't think of a spiffy name)

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    Default Re: [World]Daylinn (I can't think of a spiffy name)

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    Default Re: [World]Daylinn (I can't think of a spiffy name)

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